;===================================
;必殺技 の設定
;===================================

;==========================================================================================
;杖術・真鉋A
;==========================================================================================
[Statedef 3000]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3000
sprpriority = 1
ctrl = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,0
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(18) = 0
value = S1,3
channel = 1
volume = var(21)
persistent = 0


[State 3000, 1]
type = HitDef
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = ceil(40*ifelse(palno=12,1.5,1)),4*ifelse(palno=12,5,1)
getpower = ceil(fvar(5)*100)*ifelse(var(1)=11,0,1), 66*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*33), 17
pausetime = 0, 10
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, -4
guard.velocity = -1
air.velocity = -0.5, -2
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
down.velocity = -3, 0
down.hittime = 5
down.bounce = 0
id = 3000
hitonce = 0
kill = 1
numhits = 1
persistent = 0
guard.dist = 180
p2facing = 1

[State 3000, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3000, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3000, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3000, 3]
type = varset
trigger1 = time = 0
v = 20
value = 0
persistent = 0

[State 3000, 3]
type = varadd
trigger1 = command = "a"
trigger1 = command != "b" || command != "c"
trigger2 = command = "b"
trigger2 = command != "a" || command != "c"
trigger3 = command = "c"
trigger3 = command != "a" || command != "b"
v = 20
value = 1

[State 3000, 4]
type = changestate
triggerall = Numhelper(7000) >= 1
triggerall = helper(7000),var(0) > 0
trigger1 = animelemtime(20) = 1
trigger1 = var(20) >= 3
value = 3010
ctrl = 0

[State 3000, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;=================================
;派生
;=================================
[Statedef 3010]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3010
sprpriority = 1
ctrl = 0

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S8,1
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 0
trigger1 = AnimElemTime(6) >= 0
trigger1 = animelemtime(23) <= 1
value = S3,3
channel = 2
volume = var(21)
persistent = 5
ignorehitpause = 1

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_makana"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 3010, 1]
type = HitDef
trigger1 = animelemtime(9) >= 1
trigger1 = animelemtime(27) <= 1
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = ceil(17*ifelse(palno=12,1.5,1)),2*ifelse(palno=12,5,1)
getpower = ceil(fvar(5)*21)*ifelse(var(1)=11,0,1), 14*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*7), 4
pausetime = ceil(2*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 2, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,0,1),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 2 + ifelse(var(25) = 0,0,5)
ground.slidetime = 2 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,5,8)
guard.slidetime = ifelse(enemynear(0),statetype != A,5,8)
air.hittime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, 0
guard.velocity = -1
air.velocity = ifelse(hitcount = 8, -1.5, 0), ifelse(hitcount = 8,-3,0)
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
down.velocity = -2, 0
down.hittime = 10
down.bounce = 0
id = 3010
hitonce = 0
kill = 1
numhits = 1
guard.dist = 180
nochainID = ifelse(hitcount <= 8,3011,3010)
p2facing = 1

[State 3010, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = Numhelper(6040) <= 8
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 5

[State 3010, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = movehit
trigger1 = NumExplod(6041) <= 8
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 3010, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = movehit
trigger1 = NumExplod(6044) <= 8
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 3010, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = NumExplod(6050) <= 8
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10

[State 3010, 4]
type = varset
triggerall = palno <= 11
trigger1 = movehit
trigger1 = var(26) := var(26) -2
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*80)*0.01, ceil(fvar(5)*95)*0.01)
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = varset
triggerall = palno <= 11
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-fvar(5)*100)*0.2)-1)
ignorehitpause = 1

[State 3010, 4]
type = MoveHitReset
trigger1 = movehit
ignorehitpause = 1

[State 3010, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1







;==========================================================================================
;杖術・真鉋B
;==========================================================================================
[Statedef 3100]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3100
sprpriority = 1
ctrl = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,0
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(18) = 0
value = S1,3
channel = 1
volume = var(21)
persistent = 0


[State 3100, 1]
type = HitDef
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(19) <= 2
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = ceil(40*ifelse(palno=12,1.5,1)),4*ifelse(palno=12,5,1)
getpower = ceil(fvar(5)*100)*ifelse(var(1)=11,0,1), 66*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*33), 17
pausetime = 0, 10
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, -4
guard.velocity = -1
air.velocity = -1.5, -3.5
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 3100
hitonce = 0
kill = 1
numhits = 1
persistent = 0
guard.dist = 180
p2facing = 1

[State 3100, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(19) <= 2
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3100, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(19) <= 2
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3100, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(19) <= 2
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3100, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3100, 3]
type = varset
trigger1 = time = 0
v = 20
value = 0
persistent = 0

[State 3100, 3]
type = varadd
trigger1 = command = "a"
trigger1 = command != "b" || command != "c"
trigger2 = command = "b"
trigger2 = command != "a" || command != "c"
trigger3 = command = "c"
trigger3 = command != "a" || command != "b"
v = 20
value = 1

[State 3100, 4]
type = changestate
triggerall = Numhelper(7000) >= 1
triggerall = helper(7000),var(0) > 0
trigger1 = animelemtime(21) = 2
trigger1 = var(20) >= 3
value = 3110
ctrl = 0

[State 3100, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;=================================
;派生
;=================================
[Statedef 3110]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3110
sprpriority = 1
ctrl = 0

[State 3110, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S8,1
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

[State 3110, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 0
trigger1 = AnimElemTime(6) >= 0
trigger1 = animelemtime(23) <= 1
value = S3,3
channel = 2
volume = var(21)
persistent = 5
ignorehitpause = 1

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_makana"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 3110, 1]
type = HitDef
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = ceil(17*ifelse(palno=12,1.5,1)),2*ifelse(palno=12,5,1)
getpower = ceil(fvar(5)*21)*ifelse(var(1)=11,0,1), 14*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*7), 4
pausetime = ceil(2*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 2, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,0,1),5)
guardsound = S3, 7
ground.type = high
air.type = high
ground.hittime = 2 + ifelse(var(25) = 0,0,5)
ground.slidetime = 2 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,5,8)
guard.slidetime = ifelse(enemynear(0),statetype != A,5,8)
air.hittime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, 0
guard.velocity = -1
air.velocity = ifelse(hitcount = 8, -1.5, 0), ifelse(hitcount = 8,-3,-0.5)
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
down.velocity = -3, 0
down.hittime = 10
down.bounce = 0
id = 3110
hitonce = 0
kill = 1
numhits = 1
guard.dist = 300
nochainID = ifelse(hitcount <= 8,3111,3110)
p2facing = 1

[State 3110, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = Numhelper(6040) <= 8
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 5

[State 3110, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = movehit
trigger1 = NumExplod(6041) <= 8
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 3110, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = movehit
trigger1 = NumExplod(6044) <= 8
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 3110, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = NumExplod(6050) <= 8
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10


[State 3110, 4]
type = varset
triggerall = palno <= 11
trigger1 = movehit
trigger1 = var(26) := var(26) -2
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*80)*0.01, ceil(fvar(5)*95)*0.01)
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = varset
triggerall = palno <= 11
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-fvar(5)*100)*0.2)-1)
ignorehitpause = 1

[State 3110, 4]
type = MoveHitReset
trigger1 = movehit
ignorehitpause = 1

[State 3110, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1





;==========================================================================================
;杖術・真鉋C
;==========================================================================================
[Statedef 3200]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3200
sprpriority = 1
ctrl = 0

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,0
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(18) = 0
value = S1,3
channel = 1
volume = var(21)
persistent = 0


[State 3200, 1]
type = HitDef
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = ceil(40*ifelse(palno=12,1.5,1)),4*ifelse(palno=12,5,1)
getpower = ceil(fvar(5)*100)*ifelse(var(1)=11,0,1), 66*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*33), 17
pausetime = 0, 10
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, -6.5
guard.velocity = -1
air.velocity = -0.5, -4
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 3200
hitonce = 0
kill = 1
numhits = 1
persistent = 0
guard.dist = 180
p2facing = 1

[State 3200, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3200, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3200, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(20) <= 1
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3200, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3200, 3]
type = varset
trigger1 = time = 0
v = 20
value = 0
persistent = 0

[State 3200, 3]
type = varadd
trigger1 = command = "a"
trigger1 = command != "b" || command != "c"
trigger2 = command = "b"
trigger2 = command != "a" || command != "c"
trigger3 = command = "c"
trigger3 = command != "a" || command != "b"
v = 20
value = 1

[State 3200, 4]
type = changestate
triggerall = Numhelper(7000) >= 1
triggerall = helper(7000),var(0) > 0
trigger1 = animelemtime(20) = 1
trigger1 = var(20) >= 3
value = 3210
ctrl = 0

[State 3200, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;=================================
;派生
;=================================
[Statedef 3210]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3210
sprpriority = 1
ctrl = 0

[State 3210, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S8,1
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

[State 3210, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 0
trigger1 = AnimElemTime(6) >= 0
trigger1 = animelemtime(23) <= 1
value = S3,3
channel = 2
volume = var(21)
persistent = 5
ignorehitpause = 1

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_makana"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 3210, 1]
type = HitDef
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = ceil(17*ifelse(palno=12,1.5,1)),2*ifelse(palno=12,5,1)
getpower = ceil(fvar(5)*21)*ifelse(var(1)=11,0,1), 14*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*7), 4
pausetime = 2, 10
guard.pausetime = 2, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,0,1),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 2 + ifelse(var(25) = 0,0,5)
ground.slidetime = 2 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,5,8)
guard.slidetime = ifelse(enemynear(0),statetype != A,5,8)
air.hittime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, 0
guard.velocity = -1
air.velocity = ifelse(hitcount = 8, -1.5, 0), ifelse(hitcount = 8,-3,-0.5)
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(palno=12,ceil(40*var(26)*0.01),0)
down.velocity = -3, 0
down.hittime = 10
down.bounce = 0
id = 3210
hitonce = 0
kill = 1
numhits = 1
guard.dist = 180
nochainID = ifelse(hitcount <= 8,3211,3210)
p2facing = 1

[State 3210, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = Numhelper(6040) <= 8
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 5

[State 3210, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = movehit
trigger1 = NumExplod(6041) <= 8
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 3210, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(27) <= 1
trigger1 = movehit
trigger1 = NumExplod(6044) <= 8
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 5

[State 3210, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = NumExplod(6050) <= 8
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10


[State 3210, 4]
type = varset
triggerall = palno <= 11
trigger1 = movehit
trigger1 = var(26) := var(26) -2
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*80)*0.01, ceil(fvar(5)*95)*0.01)
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = varset
triggerall = palno <= 11
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-fvar(5)*100)*0.2)-1)
ignorehitpause = 1

[State 3210, 4]
type = MoveHitReset
trigger1 = movehit
ignorehitpause = 1

[State 3210, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1






;==========================================================================================
;杖術・魂極
;==========================================================================================
[Statedef 3300]
type = S
movetype = A
physics = S
anim = 3300
sprpriority = 1
ctrl = 0
velset = 0,0

[State 3300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = S5,4
channel = 0
volume = var(21)
ignorehitpause = 1


;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "effect_tamakiwa"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 3300, 1]
type = HitDef
trigger1 = animelem = 10
attr = S,SA
hitflag = MAFD
guardflag = LA
affectteam = E
animtype = Light
air.animtype = Light
fall.animtype = Light
priority = 1,Hit
damage = ceil(40*ifelse(palno=12,1.5,1)),4*ifelse(palno=12,3,1)
getpower = ceil(fvar(5)*100)*ifelse(var(1)=11,0,1), 66*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*33), 17
pausetime = 0, 0
guard.pausetime = 6, 6
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -3, -4
airguard.velocity = -0.5, -2
air.juggle = 0
air.fall = 1
fall.recover = 0
;down.velocity = -3, 0
;down.hittime = 10
;down.bounce = 1
id = 3300
hitonce = 0
kill = 1
numhits = 1
p2facing = 1

[State 3300, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
helpertype = normal
name = "hitspark"
ID = 6040
pos = -45,-15
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3300, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-15+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3300, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-15+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3300, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3300, 3]
type = targetstate
trigger1 = NumTarget(3300) >= 1
trigger1 = Target(3300),ishelper = 0
trigger1 = movehit
value = 3360
ID = 3300

[State -2, 杖術・魂極始動（乗算）]
type = varset
triggerall = palno <= 11
trigger1 = movehit
trigger1 = var(26) := var(26) - 4
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*91)*0.01, ceil(fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 杖術・魂極始動（１２Ｐ）]
type = varset
triggerall = palno = 12
trigger1 = movehit
trigger1 = var(26) := var(26) - 4
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*91)*0.01, ceil(fvar(5)*100)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = varset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State 3300, 3]
type = changestate
trigger1 = NumTarget(3300) >= 1
trigger1 = Target(3300),ishelper = 0
trigger1 = movehit
value = 3350

[State 3300, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;------------------------------------------------
;ヒット時の本体
;------------------------------------------------
[Statedef 3350]
type = S
movetype = A
physics = S
anim = 3350
sprpriority = 1
ctrl = 0
velset = 0,0

[State 3350, 1]
type = LifeAdd
trigger1 = palno = [11,12]
trigger1 = animelem = 51
value = ifelse(palno = 11,50,100)
kill = 1
absolute = 1
persistent = 0

[State 3350, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = S8,2
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

[State 3350, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(53) = 0
value = S8,3
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

[State 3350, 1]
type = TargetBind
trigger1 = NumTarget(3300) >= 1
trigger1 = time = 0
ID = 3300
pos = 100,0

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3351
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -20
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3352
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -35
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3353
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -50
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3354
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -65
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3355
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -80
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 2]
type = Projectile
trigger1 = animelemtime(31) >= 0
trigger1 = animelemtime(39) <= 0
trigger1 = random%10 = 1
projID = 3356
projanim = 3352
projscale = 1-(time%6)*0.05, 1-(time%6)*0.05
projremovetime = 18
projsprpriority = 3
offset = 75+random%15, -95
postype = p1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 3350, 1]
type = HitDef
trigger1 = animelemtime(31) >= 1
trigger1 = animelemtime(40) <= 1
attr = S,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Light
air.animtype = Light
fall.animtype = Light
priority = 1,Hit
damage = ceil(20*ifelse(palno=12,1.5,1))
getpower = ceil(fvar(5)*40)*ifelse(var(1)=11,0,1), 20*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*13), 7
pausetime = 6, 6
guard.pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
;sparkxy = -10, -20
hitsound = S0,ifelse(random <=499,2,3)
guardsound = S3, 7
ground.type = High
air.type = Low
ground.slidetime = 12
guard.slidetime = 12
ground.hittime = 12
guard.hittime = 12
air.hittime = 11
;guard.ctrltime = 0
yaccel = 0.3
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = -0.5, -2
;airguard.ctrltime = 0
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
air.fall = 1
fall.recovertime = 4
;down.velocity = -3, 0
;down.hittime = 10
;down.bounce = 1
id = 3350
hitonce = 0
kill = 1
numhits = 1
p2stateno = 3361

[State 3350, 1];ヒットスパーク（線）
type = helper
triggerall = movehit
triggerall = Numhelper(6040) <= 4
trigger1 = animelemtime(31) >= 1
trigger1 = animelemtime(40) <= 1
helpertype = normal
name = "hitspark"
ID = 6040
pos = 20-random%60,-80+random%50
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1
persistent = 10

[State 3350, 1]
type = HitDef
trigger1 = animelem = 49
attr = S,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Light
air.animtype = Light
fall.animtype = Light
priority = 2,Hit
damage = ceil(20*ifelse(palno=12,1.5,1))
getpower = ceil(fvar(5)*40)*ifelse(var(1)=11,0,1), 20*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*13), 7
pausetime = 36, 36
guard.pausetime = 36, 36
sparkno = -1
guard.sparkno = -1
;sparkxy = -10, -20
hitsound = S0,6
guardsound = S3, 7
ground.type = High
air.type = Low
ground.slidetime = 12
guard.slidetime = 12
ground.hittime = 12
guard.hittime = 12
air.hittime = 11
;guard.ctrltime = 0
ground.velocity = -3, -3
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = -0.5, -2
;airguard.ctrltime = 0
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
fall = 1
fall.recover = 0
;down.velocity = -3, 0
;down.hittime = 10
;down.bounce = 1
id = 3351
hitonce = 0
kill = 1
numhits = 1

[State 3350, 1];ヒットスパーク（ドレイン）
type = helper
trigger1 = animelemtime(49) = 1
trigger1 = Numhelper(3353) <= 3
helpertype = normal
name = "hitspark"
ID = 3353
pos = -5,enemynear(0),const(size.mid.pos.y)-10+(random%21)
postype = p2
stateno = 3353
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1

[State 3350, 1];ヒットスパーク（ドレイン）
type = helper
trigger1 = animelemtime(49) = 1
trigger1 = Numhelper(3354) <= 2
helpertype = normal
name = "hitspark"
ID = 3354
pos = -5,enemynear(0),const(size.mid.pos.y)-10+(random%21)
postype = p2
stateno = 3353
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1

[State 3350, 1];ヒットスパーク（ドレイン）
type = helper
trigger1 = animelemtime(49) = 1
trigger1 = Numhelper(3355) <= 2
helpertype = normal
name = "hitspark"
ID = 3355
pos = -5,enemynear(0),const(size.mid.pos.y)-10+(random%21)
postype = p2
stateno = 3353
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1

[State 3350, 2];最後のキラキラ
type = Explod
trigger1 = animelemtime(54) >= 1
trigger1 = animelemtime(55) <= 1
trigger1 = NumExplod(3356) <= 4
anim = 3356 + random%3
ID = 3356
pos = -15+random%30,-90+random%50
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1


[State 3350, 4]
type = varset
triggerall = palno <= 11
trigger1 = movehit
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*91)*0.01, ceil(fvar(5)*91)*0.01)
ignorehitpause = 1

[State 3350, 4]
type = MoveHitReset
trigger1 = movehit
ignorehitpause = 1

[State 3350, 6]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;------------------------------------------------
;ヒット時の相手1
;------------------------------------------------
[Statedef 3360]
type = S
movetype = H
physics = S
velset = 0,0
sprpriority = 1
ctrl = 0

[State 3360, 1]
type = posset
trigger1 = time = 0
y = 0

[State 3360, 1]
type = veladd
trigger1 = time = 0
x = 1
persistent = 0

[State 3360, 2]
type = changeanim2
trigger1 = time = 0
value = 3360
persistent = 0

[State 3360, 3]
type = StateTypeSet
trigger1 = time >= 100
StateType = A
Physics = A

[State 3360, 4]
type = velset
trigger1 =time >= 100
x = -4
y = -3

[State 3360, 5]
type = selfstate
trigger1 = time >= 100
value = 5050
ctrl = 0

;------------------------------------------------
;ヒット時の相手2
;------------------------------------------------
[Statedef 3361]
type = S
movetype = H
physics = S
velset = 0,0
sprpriority = 1
ctrl = 0

[State 3361, 1]
type = posset
trigger1 = time = 0
y = 0

[State 3361, 2]
type = changeanim2
trigger1 = time = 0
value = 3361
persistent = 0

[State 3361, 3]
type = StateTypeSet
trigger1 = time >= 100
StateType = A
Physics = A

[State 3361, 4]
type = velset
trigger1 =time >= 100
x = -4
y = -3

[State 3361, 5]
type = selfstate
trigger1 = time >= 100
value = 5050
ctrl = 0





;==========================================================================================
;獣術・陽炎A
;==========================================================================================
[Statedef 3400]
type = A
movetype = A
physics = N
velset = 0,0
anim = 3400
sprpriority = 1
ctrl = 0

[State 3400, 1]
type = ctrlset
trigger1 = palno = 12
trigger1 = animelemtime(12) >= 1
trigger1 = animelemtime(13) <= 4
value = 1

[State 3400, 1]
type = NotHitBy
trigger1 = palno = 12
trigger1 = animelemtime(4) <= 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 3400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S2,0
channel = 1
volume = var(21)
persistent = 0

[State 300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S8,4
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "effect_kagiroi"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 3400, 1]
type = HitDef
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
attr = A,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = ceil(100*ifelse(palno=12,1.5,1)),10*ifelse(palno=12,3,1)
getpower = ceil(fvar(5)*248)*ifelse(var(1)=11,0,1),124*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*82), 41
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -1, -4
guard.velocity = -8
air.velocity = -0.5, -4
airguard.velocity = -0.5, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 3400
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 3400, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3400, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3400, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3400, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3400, 1]
type = velset
trigger1 = time = 0
x = 8
y = -6

[State 3400, 1]
type = veladd
trigger1 = animelemtime(7) <= 2
y = 0.48

[State 3400, 1]
type = velmul
trigger1 = animelemtime(11) >= 1
x = 0.975

[State 3400, 1]
type = veladd
trigger1 = animelemtime(8) >= 1
y = 0.8

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 3400, 2]
type = changestate
trigger1 = pos y > 0
value = 3410
ctrl = ifelse(palno = 12,1,0)


[Statedef 3410]
type = C
movetype = I
physics = C
velset = 0,0
anim = 3410
sprpriority = 1

[State 3410, 1]
type = posset
trigger1 = time = 0
y = 0

[State 3410, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1





;==========================================================================================
;獣術・陽炎B
;==========================================================================================
[Statedef 3500]
type = A
movetype = A
physics = N
velset = 0,0
anim = 3500
sprpriority = 1
ctrl = 0

[State 3500, 1]
type = ctrlset
trigger1 = palno = 12
trigger1 = animelemtime(16) >= 1
trigger1 = animelemtime(17) <= 4
value = 1

[State 3500, 1]
type = NotHitBy
trigger1 = palno = 12
trigger1 = animelemtime(4) <= 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S2,1
channel = 1
volume = var(21)
persistent = 0

[State 3500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S8,4
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "effect_kagiroi"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 3500, 1]
type = HitDef
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(12) <= 2
attr = A,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = ceil(100*ifelse(palno=12,1.5,1)),10*ifelse(palno=12,3,1)
getpower = ceil(fvar(5)*248)*ifelse(var(1)=11,0,1),124*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*83), 41
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -1, -4
guard.velocity = -8
air.velocity = -0.5, -4
airguard.velocity = -0.5, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 3500
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 3500, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(12) <= 2
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3500, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(12) <= 2
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3500, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(12) <= 2
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3500, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 3500, 1]
type = veladd
trigger1 = animelemtime(7) <= 2
y = 0.48

[State 3500, 1]
type = velset
trigger1 = time = 0
x = 8
y = -11.5

[State 3500, 1]
type = velmul
trigger1 = animelemtime(11) >= 1
x = 0.95

[State 3500, 1]
type = veladd
trigger1 = animelemtime(8) >= 1
y = 0.97

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 3500, 2]
type = changestate
trigger1 = pos y > 0
value = 3510
ctrl = ifelse(palno = 12,1,0)


[Statedef 3510]
type = C
movetype = I
physics = C
velset = 0,0
anim = 3510
sprpriority = 1

[State 3510, 1]
type = posset
trigger1 = time = 0
y = 0

[State 3510, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1





;==========================================================================================
;獣術・陽炎C
;==========================================================================================
[Statedef 3600]
type = A
movetype = A
physics = N
velset = 0,0
anim = 3600
sprpriority = 1
ctrl = 0

[State 3600, 1]
type = ctrlset
trigger1 = palno = 12
trigger1 = animelemtime(12) >= 1
trigger1 = animelemtime(13) <= 2
value = 1

[State 3600, 1]
type = ctrlset
trigger1 = palno = 12
trigger1 = animelemtime(14) = 1
value = 0

[State 3600, 1]
type = ctrlset
trigger1 = palno = 12
trigger1 = animelemtime(22) >= 1
trigger1 = animelemtime(23) <= 4
value = 1

[State 3600, 1]
type = NotHitBy
trigger1 = palno = 12
trigger1 = animelemtime(4) <= 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 3600, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(13) = 0
value = S2,2
channel = 1
volume = var(21)
persistent = 0

[State 3600, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S8,4
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "effect_kagiroi"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 3600, 1]
type = HitDef
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
attr = A,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = ceil(100*ifelse(palno=12,1.5,1)),10*ifelse(palno=12,3,1)
getpower = ceil(fvar(5)*248)*ifelse(var(1)=11,0,1),124*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*83), 41
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -1, -4
guard.velocity = -8
air.velocity = -0.5, -4
airguard.velocity = -0.5, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 3600
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 3600, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3600, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3600, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3600, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = animelemtime(4) >= 1
trigger1 = animelemtime(8) <= 2
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 3600, 1]
type = HitDef
trigger1 = animelemtime(14) >= 1
attr = A,SA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = ceil(100*ifelse(palno=12,1.5,1)),10*ifelse(palno=12,3,1)
getpower = ceil(fvar(5)*248)*ifelse(var(1)=11,0,1),124*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*83), 41
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20
ground.slidetime = 20
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(26*var(26)*0.01)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -1, -4
guard.velocity = -8
air.velocity = -0.5, -4
airguard.velocity = -0.5, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 3601
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 3600, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(14) >= 1
helpertype = normal
name = "hitspark"
ID = 6040
pos = 0,-60
postype = p2
stateno = 6040
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3600, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(14) >= 1
trigger1 = movehit
anim = 6041
ID = 6041
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3600, 2];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(14) >= 1
trigger1 = movehit
anim = 6044
ID = 6044
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3600, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = animelemtime(14) >= 1
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3600, 1]
type = veladd
trigger1 = animelemtime(13) <= 2
y = 0.3

[State 3600, 1]
type = velset
trigger1 = time = 0
x = 10.5
y = -13

[State 3600, 1]
type = velmul
trigger1 = 1
x = 0.98

[State 3600, 1]
type = velset
trigger1 = Animelemtime(14) >= 2
y = 15

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 3600, 2]
type = changestate
trigger1 = pos y > 0
value = 3610
ctrl = ifelse(palno = 12,1,0)


[Statedef 3610]
type = C
movetype = I
physics = C
velset = 0,0
anim = 3610
sprpriority = 1

[State 3610, 1]
type = posset
trigger1 = time = 0
y = 0

[State 3610, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1




;==========================================================================================
;鳥術・鵺鳥、鷂
;==========================================================================================
[Statedef 3700]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3700
sprpriority = 1
ctrl = 0

[State 3700, 1]
type = changeanim
trigger1 = palno = 12
trigger1 = time = 0
value = 3701
persistent = 0

[State 3700, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 0
trigger1 = Numhelper(7050) >= 1
value = S8,ifelse(helper(7050),var(0) = 1,5,6)
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

[State 3700, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;==========================================================================================
;鳥術・梓弓
;==========================================================================================
[Statedef 3800]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3800
sprpriority = 1
ctrl = 0

[State 3800, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S1,3
channel = 1
volume = var(21)
persistent = 0

[State 3800, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S8,7
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

[State 3800, 1]
type = varset
trigger1 = time = 0
trigger1 = command = "hold_a"
v = 20
value = 1
persistent = 0
[State 3800, 1]
type = varset
trigger1 = time = 0
trigger1 = command = "hold_b"
v = 20
value = 2
persistent = 0
[State 3800, 1]
type = varset
trigger1 = time = 0
trigger1 = command = "hold_c"
v = 20
value = 3
persistent = 0

[State 3800, 3]
type = changeanim
triggerall = animelemtime(5) = 1
triggerall = Numhelper(3810) >= 1
triggerall = Numhelper(7000) >= 1
triggerall = helper(7000),var(0) >= -5
trigger1 = var(20) = 1 && command = "hold_a"
trigger2 = var(20) = 2 && command = "hold_b"
trigger3 = var(20) = 3 && command = "hold_c"
trigger4 = helper(3810),var(1) <= 18
value = 3800
elem = 5

[State 3801, 5]
type = helper
triggerall = Numhelper(3810) >= 1
triggerall = helper(3810),var(1) >= 5
trigger1 = var(20) = 1 && (helper(3810),var(1)-5)%38 = 0
trigger2 = var(20) = 2 && (helper(3810),var(1)-5)%18 = 0
trigger3 = var(20) = 3 && (helper(3810),var(1)-5)%8 = 0
trigger4 = var(20) = 4 && (helper(3810),var(1)-5)%8 = 0
helpertype = normal
name = "ya"
ID = 3812
pos = 0,0;-42,-177
postype = p1
stateno = 3812
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0

[State 3800, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;エネルギー玉
[Statedef 3810]
type = A
movetype = I
physics = N
velset = 0,0
anim = 3810
sprpriority = 4
ctrl = 0

[State 3810, 1]
type = turn
trigger1 = facing != parent,facing

[State 3810, 1]
type = bindtoroot
trigger1 = time = 0
pos = -32,-167
persistent = 0

;parentdist y > parentdist x
;7:a=parentdist y:parentdist x
;a = parentdist x * 7 / parentdist y

[State 3810, 1]
type = varset
trigger1 = time = 1
trigger1 = abs(floor(parentdist x)) != abs(floor(parentdist y))
fv = 0
value = ifelse(abs(floor(parentdist x)) > abs(floor(parentdist y)),15,abs(floor((floor(parentdist x) *15)/floor(parentdist y))))
persistent = 0

[State 3810, 1]
type = varset
trigger1 = time = 1
trigger1 = abs(floor(parentdist x)) != abs(floor(parentdist y))
fv = 1
value = ifelse(abs(floor(parentdist x)) > abs(floor(parentdist y)), abs(floor((floor(parentdist y) *15)/floor(parentdist x))),15)
persistent = 0

[State 3810, 1]
type = varrangeset
trigger1 = time = 1
trigger1 = abs(floor(parentdist x)) = abs(floor(parentdist y))
fvalue = 15
first = 0
last = 1
persistent = 0

[State 3810, 1]
type = AssertSpecial
trigger1 = time = 0
flag = invisible
persistent = 0

[State 3810, 1]
type = PalFX
trigger1 = time = 0 ; 出現が始まる時間
time = 9 ; 完全に出るまでの時間*1
add = -255,-255,-255
sinadd = 256,256,256,104
persistent = 0




[State 3810, 2]
type = bindtoparent
trigger1 = time >= 10
trigger1 = parentdist x = [-15,15]
trigger1 = parentdist y = [5,35]
pos = 0,-20

[State 3810, 2]
type = varset
trigger1 = parentdist x = [-15,15]
trigger1 = parentdist y = [5,35]
v = 0
value = 1

[State 3810, 2]
type = posadd
trigger1 = var(0) = 0
trigger1 = time >= 10
trigger1 = parentdist x > 1
x = ifelse(parentdist x < 15,1,fvar(0))

[State 3810, 2]
type = posadd
trigger1 = var(0) = 0
trigger1 = time >= 10
trigger1 = parentdist x < -1
x = ifelse(parentdist x > -15,-1,-1*fvar(0))

[State 3810, 2]
type = posadd
trigger1 = var(0) = 0
trigger1 = time >= 10
trigger1 = parentdist y > 21
y = ifelse(parentdist y < 35,1,fvar(1))

[State 3810, 2]
type = posadd
trigger1 = var(0) = 0
trigger1 = time >= 10
trigger1 = parentdist y < 19
y = ifelse(parentdist y > 5,-1,-1*fvar(1))

[State 3810, 3]
type = varadd
trigger1 = var(0) = 1
v = 1
value = 1

[State 3810, 3]
type = trans
trigger1 = var(1) > 0
trans = add

[State 3810, 3]
type = angledraw
trigger1 = var(0) = 1
trigger1 = var(1) <= 2
scale = 0.75,0.75

[State 3810, 3]
type = angledraw
trigger1 = var(0) = 1
trigger1 = var(1) = [3,4]
scale = 1.625,1.625

[State 3810, 3]
type = angledraw
trigger1 = var(0) = 1
trigger1 = var(1) >= 5
scale = 2,2

[State 3810, 4]
type = destroyself
trigger1 = root,stateno != 3800 && root,stateno != 20800
trigger2 = root,animelemtime(6) = 3


;矢部分
[Statedef 3812]
type = A
movetype = A
physics = N
velset = 0,0
anim = 3812
sprpriority = 4
ctrl = 0

[State 3812, 1]
type = AssertSpecial
trigger1 = time = 0
flag = invisible
persistent = 0

[State 3812, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3812, 3]
type = trans
trigger1 = 1
trans = add

[State 3812, 1]
type = turn
triggerall = time = 0
triggerall = Numhelper(7050) = 1
trigger1 = p2dist x < 0
trigger2 = root,facing != helper(7050),facing
persistent = 0

[State 3812, 1]
type = bindtoparent
trigger1 = time = 0
trigger1 = Numhelper(7050) = 1
pos = ifelse(root,facing = helper(7050),facing,-1,1)*helper(7050),parentdist x-10+random%20,helper(7050),pos y-30+random%20
persistent = 0

[State 3812, 1]
type = varset
trigger1 = time = 1
fv = 2
value = enemynear(0),const(size.mid.pos.y)*ifelse(p2dist y < 0,-1,1)
persistent = 0

[State 3812, 1]
type = varset
trigger1 = time = 1
trigger1 = abs(floor(p2dist x)) != abs(floor(p2dist y+fvar(2)))
fv = 0
value = ifelse(abs(floor(p2dist x)) > abs(floor(p2dist y+fvar(2))),13,abs(floor((floor(p2dist x) *13)/floor(p2dist y+fvar(2)))))
persistent = 0

[State 3812, 1]
type = varset
trigger1 = time = 1
trigger1 = abs(floor(p2dist x)) != abs(floor(p2dist y+fvar(2)))
fv = 1
value = ifelse(p2dist y < 0,-1,1)*ifelse(abs(floor(p2dist x)) > abs(floor(p2dist y+fvar(2))), abs(floor((floor(p2dist y+fvar(2)) *13)/floor(p2dist x))),13)
persistent = 0

[State 3812, 1]
type = varrangeset
trigger1 = time = 1
trigger1 = abs(floor(p2dist x)) = abs(floor(p2dist y+fvar(2)))
fvalue = 13
first = 0
last = 1
persistent = 0

[State 3812, 2]
type = varset
trigger1 = time = 1
fv = 3
value = atan(p2dist x /ifelse(p2dist y+fvar(2) = 0, 1, p2dist y+fvar(2)))*180/pi
persistent = 0

[State 3812, 2]
type = angledraw
trigger1 = time >= 1
value = abs(floor(fvar(3)))-90
scale = 1.5,1

[State 3812, 2]
type = posadd
trigger1 = time >= 1
x = fvar(0)
y = fvar(1)


[State 3812, 3]
type = Projectile
trigger1 = time%4 = 1
projID = 3813
projanim = 3813
projscale = 0.5, 0.5
projremovetime = 18
projsprpriority = 5
offset = -10+random%20, -10+random%20
postype = p1
velocity = -0.2*(fvar(0)+(random%10)*ifelse(random <= 499,0.5,-0.5)),-0.2*(fvar(1)+(random%10)*ifelse(random <= 499,0.5,-0.5))
supermovetime = 0
pausemovetime = 0

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 3812, 1]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 1,Hit
damage = ceil(40*ifelse(root,palno=12,1.5,1)),4*ifelse(root,palno=12,3,1)
getpower = ceil(root,fvar(5)*91)*ifelse(root,var(1)=11,0,1),45*ifelse(root,var(1)=11,0,1)
givepower = ceil(root,fvar(5)*30), 15
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -5, 0
guard.velocity = -3
air.velocity = -3, -5
airguard.velocity = -3, -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 3812
hitonce = 0
kill = 1
numhits = 0
persistent = 0
p2facing = 1

[State 3812, 4];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-60
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 3812, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6031+random%4
ID = 6031
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3812, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = ifelse(root,fvar(5) = 1,4,ifelse(root,palno=12,0,8))
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = ifelse(root,fvar(5) = 1,-2,ifelse(root,palno=12,0,-8))
ignorehitpause = 1
persistent = 0

[State -2, 鳥術・梓弓（乗算）]
type = parentvarset
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*95)*0.01, ceil(root,fvar(5)*ifelse(root,palno=12,100,83))*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-parent,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1


[State 3812, 5]
type = targetstate
triggerall = root,palno = 12
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(3812) >= 1
trigger1 = Target(3812),ishelper = 0
trigger1 = movehit
value = 3850
ID = 3812
ignorehitpause = 1
persistent = 0

[State 3812, 1];氷エフェクト
type = helper
triggerall = root,palno = 12
triggerall = enemynear(0),stateno != [120,155]
triggerall = Numhelper(10740) = 0
triggerall = Numhelper(3860) = 0
trigger1 = movehit
helpertype = normal
name = "ice"
ID = 3860
pos = 0,0
postype = p2
stateno = 3860
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.375
size.yscale = 0.375
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ignorehitpause=1
persistent = 0


[State 3812, 5]
type = varset
trigger1 = time >= 1
trigger1 = screenpos x = [0,319]
trigger1 = screenpos y = [0,239]
v = 0
value = 1

[State 3812, 5]
type = varset
triggerall = var(0) = 1
trigger1 = screenpos x != [0,319]
trigger2 = screenpos y != [0,239]
v = 1
value = 1

[State 3812, 5]
type = destroyself
trigger1 = movecontact = 5
trigger2 = var(1) = 1
trigger3 = root,stateno = 20007 || root,stateno = 20009





;敵のステート
[Statedef 3850]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0

[State 3850, 1]
type = PalFX
trigger1 = 1
time = 1
add = 96,96,96
ignorehitpause = 1

[State 3850, 1]
type = changeanim2
trigger1 = time = 0
value = 3850
ignorehitpause = 1

[State 3850, 2]
type = velset
trigger1 = time = 0
x = -1
y = -6

[State 3850, 3]
type = veladd
trigger1 = 1
y = 0.44

[State 3850, 4]
type = changestate
trigger1 = pos y > 0
value = 3851
ignorehitpause = 1

[Statedef 3851]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0

[State 3851, 1]
type = EnvShake
trigger1 = time = 0
time = 5
ampl = 4
persistent = 0

[State 3851, 1]
type = PalFX
trigger1 = 1
time = 1
add = 96,96,96
ignorehitpause = 1

[State 3851, 1]
type = posset
trigger1 = time = 0
trigger2 = pos y > 0
trigger3 = time >= 10
y = 0
ignorehitpause = 1

[State 3851, 1]
type = null;velset
trigger1 = time = 0
x = vel x * 0.5
y = ifelse(vel y >= 10,10,vel y) * -0.5
ignorehitpause = 1

[State 3851, 3]
type = null;veladd
trigger1 = pos y < 0
y = 0.44

[State 3851, 2]
type = selfstate
trigger1 = time >= 10
value = 0
ctrl = 1

;氷
[Statedef 3860]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3860

[State 3860, 1]
type = posset
trigger1 = 1
x = enemynear(0),pos x
y = enemynear(0),pos y

[State 3860, 2]
type = changestate
trigger1 = enemynear(0),stateno != [3850,3851]
value = 3861

[Statedef 3861]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3861

[State 3861, 1]
type = PlaySnd
trigger1 = time = 5
value = S2,7
channel = 4
volume = var(21)
persistent = 0

[State 3861, 1]
type = Explod
trigger1 = time = 5
anim = 3862+random%8
ID = 3862
pos = -10+random%20,-90+random%20
postype = p1
facing = 1
bindtime = 1
removetime = -2
vel = 6*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1),4*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1)
accel = 0,0.25
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3861, 1]
type = Explod
trigger1 = time = 5
anim = 3862+random%8
ID = 3862
pos = -10+random%20,-90+random%20
postype = p1
facing = 1
bindtime = 1
removetime = -2
vel = 6*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1),4*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1)
accel = 0,0.25
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3861, 1]
type = Explod
trigger1 = time = 5
anim = 3862+random%8
ID = 3862
pos = -10+random%20,-90+random%20
postype = p1
facing = 1
bindtime = 1
removetime = -2
vel = 6*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1),4*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1)
accel = 0,0.25
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3861, 1]
type = Explod
trigger1 = time = 5
anim = 3862+random%8
ID = 3862
pos = -10+random%20,-90+random%20
postype = p1
facing = 1
bindtime = 1
removetime = -2
vel = 6*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1),4*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1)
accel = 0,0.25
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3861, 1]
type = Explod
trigger1 = time = 5
anim = 3862+random%8
ID = 3862
pos = -10+random%20,-90+random%20
postype = p1
facing = 1
bindtime = 1
removetime = -2
vel = 6*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1),4*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1)
accel = 0,0.25
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3861, 1]
type = Explod
trigger1 = time = 5
anim = 3862+random%8
ID = 3862
pos = -10+random%20,-90+random%20
postype = p1
facing = 1
bindtime = 1
removetime = -2
vel = 6*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1),4*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1)
accel = 0,0.25
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3861, 1]
type = Explod
trigger1 = time = 5
anim = 3862+random%8
ID = 3862
pos = -10+random%20,-90+random%20
postype = p1
facing = 1
bindtime = 1
removetime = -2
vel = 6*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1),4*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1)
accel = 0,0.25
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3861, 1]
type = Explod
trigger1 = time = 5
anim = 3862+random%8
ID = 3862
pos = -10+random%20,-90+random%20
postype = p1
facing = 1
bindtime = 1
removetime = -2
vel = 6*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1),4*ifelse(random<=499,1,-1)+random%20*0.1*ifelse(random<=499,1,-1)
accel = 0,0.25
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 3861, 2]
type = destroyself
trigger1 = animtime = 0




;==========================================================================================
;召喚・天狼
;==========================================================================================
[Statedef 3900]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3900
sprpriority = 1
ctrl = 0

[State 3900, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,0
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

;衝撃波
[State 3900, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_tenrou"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 3900, 2]
type = helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "tenrou"
ID = 3910
pos = 102+ifelse(palno=12,-40,0),0
postype = p1
stateno = 3910+ifelse(palno=12,1,0)
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 3900, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;狼
[Statedef 3910]
type = A
movetype = A
physics = N
velset = 0,0
anim = 3910
sprpriority = 5
ctrl = 0

[State 3910, 1]
type = posset
trigger1 = root,palno = 12
trigger1 = time = 0
y = 0
persistent = 0

[State 3910, 1]
type = PlaySnd
trigger1 = time = 0
value = S2,6
channel = 4
volume = var(21)
persistent = 0

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State 3910, 1]
type = AssertSpecial
trigger1 = time = 0
flag = invisible
persistent = 0

[State 3910, 1]
type = PalFX
trigger1 = time = 0 ; 出現が始まる時間
time = 7 ; 完全に出るまでの時間*1
add = -255,-255,-255
sinadd = 256,256,256,104
persistent = 0

[State 3910, 1]
type = PalFX
trigger1 = time >= 8
trigger1 = animelemno(0) = 2 ; 消滅が始まる時間
time = 21 ; 消え終わるまでの時間
add = -64,-64,-64
sinadd = -128,-128,-128,52
persistent = 9

[State 3910, 1]
type = PalFX
trigger1 = time >= 8
trigger1 = animelemno(0) = 5 ; 出現が始まる時間
time = 21 ; 完全に出るまでの時間*1
add = -128,-128,-128
sinadd = 128,128,128,52

[State 3910, 2]
type = velset
trigger1 = time >= 8
x = 5


[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 3910, 1]
type = HitDef
triggerall = roundstate = 2
triggerall = time >= 8
triggerall = root,stateno != [8400,8405]
trigger1 = root,palno <= 11
trigger2 = root,palno = 12
trigger2 = root,movetype != H
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40,4
getpower = ceil(root,fvar(5)*77)*ifelse(root,var(1)=11,0,1), 38*ifelse(root,var(1)=11,0,1)
givepower = ceil(root,fvar(5)*26), 13
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(root,palno=12,ceil(40*root,var(26)*0.01),0)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.25
ground.velocity = -1.5, -4
guard.velocity = -1
air.velocity = -1.5, -4
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(root,palno=12,ceil(40*root,var(26)*0.01),0)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 3910
hitonce = 0
kill = 1
numhits = 1
persistent = 10
guard.dist = 80
p2facing = 1

[State 3910, 3]
type = varset
trigger1 = movehit
v = 0
value = ifelse(random <= 499,0,1)
persistent = 10

[State 3910, 3];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-30
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
;persistent = 10

[State 3910, 3];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
anim = 6041+var(0)
ID = 6041+var(0)
pos = -5+random%10,-20+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent = 10

[State 3910, 3];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
anim = 6043+var(0)
ID = 6043+var(0)
pos = -5+random%10,-40+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent = 10

[State 3910, 3];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded = 1
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent = 10

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*80)*0.01, ceil(root,fvar(5)*91)*0.01)
ignorehitpause = 1

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 6
ignorehitpause = 1

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -4
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 3910, 4]
type = MoveHitReset
trigger1 = movehit
ignorehitpause = 1

[State 3910, 4]
type = destroyself
trigger1 = screenpos x != [-63,383]
trigger2 = root,stateno = 20007
trigger3 = palno = 12
trigger3 = root,stateno = 8200
trigger4 = root,palno = 12
trigger4 = Numhelper(7000) >= 1
trigger4 = helper(7000),var(11) = 2 || helper(7000),var(11) = 3 || helper(7000),var(11) = 4


;狼（１２Ｐカラー）
[Statedef 3911]
type = A
movetype = A
physics = N
velset = 0,0
anim = 3911
sprpriority = 5
ctrl = 0

[State 4021, 1]
type = varadd
trigger1 = movecontact
trigger1 = movecontact < 2
v = 30
value = 1
ignorehitpause = 1

[State 3910, 12]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 3910, 12]
type = PlayerPush
trigger1 = enemynear(0),backedgebodydist >= 5
trigger1 = root,facing != enemynear(0),facing
trigger2 = var(30) < 8
value = 1
ignorehitpause = 1

[State 3910, 12]
type = PlayerPush
triggerall = var(30) >= 8
trigger1 = enemynear(0),backedgebodydist < 5
trigger2 = root,facing = enemynear(0),facing
trigger2 = root,p2dist x < 5
value = 0
ignorehitpause = 1

[State 3910, 1]
type = PlaySnd
trigger1 = time = 0
value = S2,6
channel = 4
volume = var(21)
persistent = 0

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State 3910, 1]
type = AssertSpecial
trigger1 = time = 0
flag = invisible
persistent = 0

[State 3910, 1]
type = PalFX
trigger1 = time = 0 ; 出現が始まる時間
time = 7 ; 完全に出るまでの時間*1
add = -255,-255,-255
sinadd = 256,256,256,104
persistent = 0

[State 3910, 1]
type = PalFX
trigger1 = time >= 8
trigger1 = animelemno(0) = 2 ; 消滅が始まる時間
time = 21 ; 消え終わるまでの時間
add = -64,-64,-64
sinadd = -128,-128,-128,52
persistent = 9

[State 3910, 1]
type = PalFX
trigger1 = time >= 8
trigger1 = animelemno(0) = 5 ; 出現が始まる時間
time = 21 ; 完全に出るまでの時間*1
add = -128,-128,-128
sinadd = 128,128,128,52

[State 3910, 2]
type = velset
trigger1 = time >= 8
x = 5


[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 3910, 1]
type = HitDef
triggerall = root,stateno != [8400,8405]
trigger1 = time >= 8
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40,12
getpower = ceil(root,fvar(5)*77)*ifelse(root,var(1)=11,0,1), 38*ifelse(root,var(1)=11,0,1)
givepower = ceil(root,fvar(5)*26), 13
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.25
ground.velocity = -1.5
guard.velocity = -1
air.velocity = -1.5, -4
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 3910
hitonce = 0
kill = 1
numhits = 1
persistent = 10
guard.dist = 80
p2facing = 1

[State 3910, 3]
type = varset
trigger1 = movehit
v = 0
value = ifelse(random <= 499,0,1)
persistent = 10

[State 3910, 3];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-30
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
;persistent = 10

[State 3910, 3];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
anim = 6041+var(0)
ID = 6041+var(0)
pos = -5+random%10,-20+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent = 10

[State 3910, 3];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
anim = 6043+var(0)
ID = 6043+var(0)
pos = -5+random%10,-40+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent = 10

[State 3910, 3];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded = 1
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent = 10

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 6
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -4
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*80)*0.01, ceil(root,fvar(5)*100)*0.01)
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 3910, 4]
type = MoveHitReset
trigger1 = movehit
ignorehitpause = 1

[State 3910, 4]
type = destroyself
trigger1 = screenpos x != [-63,383]
trigger2 = root,stateno = 20007







;==========================================================================================
;召喚・玉兎
;==========================================================================================
[Statedef 4000]
type = S
movetype = A
physics = S
velset = 0,0
anim = 4000
sprpriority = 1
ctrl = 0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,1
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

;衝撃波
[State 4000, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_gyokuto"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 4000, 2]
type = helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "gyokuto"
ID = 4010
pos = 104,0
postype = p1
stateno = 4010+ifelse(palno=12,1,0)
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 4000, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;兎
[Statedef 4010]
type = A
movetype = A
physics = N
velset = 0,0
anim = 4010
sprpriority = 5
ctrl = 0

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,6
channel = 4
volume = var(21)
persistent = 0

[State 4010, 1]
type = null;turn
trigger1 = time = 0
trigger1 = facing != root,facing
persistent = 0

[State 4010, 1]
type = Trans
trigger1 = 1
trans = add

[State 4010, 1]
type = AssertSpecial
trigger1 = animelemtime(1) = 0
flag = invisible

[State 4010, 1]
type = PalFX
trigger1 = animelemno(0) = 1 ; 出現が始まる時間
time = 7 ; 完全に出るまでの時間*1
add = -255,-255,-255
sinadd = 256,256,256,104
persistent = 9

[State 4010, 1]
type = PalFX
trigger1 = animelemno(0) = 25 ; 消滅が始まる時間
time = 6 ; 消え終わるまでの時間
add = -128,-128,-128
sinadd = -256,-256,-256,104
persistent = 9

[State 4010, 1]
type = varset
trigger1 = time = 0
fv = 0
value = 240 - screenpos y
persistent = 0

[State 4010, 1]
type = AssertSpecial
trigger1 = var(0) >= 2
flag = noshadow

[State 4010, 1]
type = varset
trigger1 = time = 0
v = 0
value = 1
persistent = 0

[State 4010, 1]
type = varset
trigger1 = 1
v = 1
value = animelemno(0)

[State 4010, 1]
type = null;varset
trigger1 = var(0) = 1
trigger1 = animelemno(0) >= 4
trigger1 = animelemno(0) <= 24
v = 2
value = 1

[State 4010, 1]
type = null;varset
trigger1 = var(0) = 1
fv = 1
value = ifelse(screenpos x <= 160,0-screenpos x,screenpos x -160) + var(2)*ifelse(facing = 1,-3.2,3.2)


[State 4010, 1]
type = velset
triggerall = var(0) = 1
trigger1 = animelemno(0) <= 3
trigger2 = animelemno(0) >= 25
x = 0

[State 4010, 1]
type = velset
trigger1 = var(0) = 1
trigger1 = animelemno(0) >= 4
trigger1 = animelemno(0) <= 24
x = -3.2

[State 4010, 1]
type = posset
trigger1 = var(0) = 1
;x = fvar(1)
y = 0

[State 4010, 2]
type = varset
triggerall = var(0) = 1
trigger1 = facing = 1
trigger1 = screenpos x <= -18
trigger2 = facing = -1
trigger2 = screenpos x >= 338
v = 0
value = 2
persistent = 0

[State 4010, 2]
type = changeanim
trigger1 = var(0) = 2
value = 4011
elem = ifelse(var(1) = 25,0,var(1)+1)
persistent = 0

[State 4010, 2]
type = posset
trigger1 = var(0) = 2
x = ifelse(facing = 1,-160,160)

[State 4010, 2]
type = posset
trigger1 = var(0) = 2
y = -1*floor(fvar(0))
persistent = 0

[State 4010, 2]
type = velset
triggerall = var(0) = 2
trigger1 = animelemno(0) <= 3
trigger2 = animelemno(0) >= 25
y = 0

[State 4010, 2]
type = velset
trigger1 = var(0) = 2
trigger1 = animelemno(0) >= 4
trigger1 = animelemno(0) <= 24
y = -3.2

[State 4010, 2]
type = angledraw
trigger1 = var(0) = 2
value = -90

[State 4010, 3]
type = varset
trigger1 = var(0) = 2
trigger1 = screenpos y <= 0
v = 0
value = 3
persistent = 0

[State 4010, 3]
type = changeanim
trigger1 = var(0) = 3
value = 4012
elem = ifelse(var(1) = 25,0,var(1)+1)
persistent = 0

[State 4010, 3]
type = velset
trigger1 = var(0) = 3
y = 0

[State 4010, 3]
type = posadd
trigger1 = var(0) = 3
trigger1 = screenpos y > 1
y = ifelse(screenpos y < 5,-1,-5);-1*(240-floor(fvar(0)))

[State 4010, 3]
type = posadd
trigger1 = var(0) = 3
trigger1 = screenpos y < -1
y = ifelse(screenpos y > -5,1,5);-1*(240-floor(fvar(0)))


[State 4010, 3]
type = posset
trigger1 = var(0) = 3
x = ifelse(facing = 1,-140,140)
persistent = 0

[State 4010, 3]
type = velset
triggerall = var(0) = 3
trigger1 = animelemno(0) <= 3
trigger2 = animelemno(0) >= 25
x = 0

[State 4010, 3]
type = velset
trigger1 = var(0) = 3
trigger1 = animelemno(0) >= 4
trigger1 = animelemno(0) <= 24
x = 3.2

[State 4010, 3]
type = angledraw
trigger1 = var(0) = 3
value = -180

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1


[State 4010, 1]
type = HitDef
triggerall = root,stateno != [8400,8405]
trigger1 = roundstate = 2
trigger1 = time >= 11
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 60,6
getpower = ceil(root,fvar(5)*142)*ifelse(root,var(1)=11,0,1), 71*ifelse(root,var(1)=11,0,1)
givepower = ceil(root,fvar(5)*47), 24
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.25
ground.velocity = -1.5, -4
guard.velocity = -1
air.velocity = -1.5, -4
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 4010
hitonce = 0
kill = 1
numhits = 1
persistent = 0
guard.dist = 80
p2facing = 1

[State -2, 召喚・玉兎（乗算）]
type = parentvarset
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*70)*0.01, ceil(root,fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 6
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -4
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0


[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 4010, 4]
type = varset
trigger1 = movehit
v = 3
value = ifelse(random <= 499,0,1)
persistent = 0

[State 4010, 4];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-40
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 4010, 4];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
anim = 6041+var(0)
ID = 6041+var(0)
pos = -5+random%10,-30+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 4010, 4];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
anim = 6043+var(3)
ID = 6043+var(3)
pos = -5+random%10,-50+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 4010, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded = 1
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 4010, 5]
type = destroyself
trigger1 = var(0) = 3
trigger1 = screenpos x != [-36,356]
trigger2 = movecontact
trigger3 = var(0) = 1
trigger3 = screenpos x != [-480,800]
trigger4 = root,stateno = 20007







;兎（１２Ｐカラー）
[Statedef 4011]
type = A
movetype = I
physics = N
velset = 0,0
anim = 4020
sprpriority = 5
ctrl = 0

[State 4011, 1]
type = NotHitBy
trigger1 = 1
value = ,AT
ignorehitpause = 1

[State 4011, 1]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 4020
time = 1
forceair = 0

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,6
channel = 4
volume = var(21)
persistent = 0

[State 4010, 1]
type = turn
trigger1 = p2dist x < -5

[State 4010, 1]
type = Trans
trigger1 = 1
trans = add

[State 4010, 1]
type = AssertSpecial
trigger1 = animelemtime(1) = 0
flag = invisible

[State 4010, 1]
type = PalFX
trigger1 = animelemno(0) = 1 ; 出現が始まる時間
time = 7 ; 完全に出るまでの時間*1
add = -255,-255,-255
sinadd = 256,256,256,104
persistent = 9

[State 4010, 1]
type = PalFX
trigger1 = animelemno(0) = 25 ; 消滅が始まる時間
time = 6 ; 消え終わるまでの時間
add = -128,-128,-128
sinadd = -256,-256,-256,104
persistent = 9

[State 4010, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow



[State 4010, 1]
type = velset
trigger1 = animelemno(0) <= 3
trigger2 = animelemno(0) >= 25
x = 0

[State 4010, 1]
type = velset
trigger1 = animelemno(0) >= 4
trigger1 = animelemno(0) <= 24
x = 3.2

[State 4010, 1]
type = posset
trigger1 = 1
y = 0

[State 4011, 5]
type = changestate
trigger1 = pos x >= enemynear(0),pos x -10
trigger1 = pos x <= enemynear(0),pos x +10
trigger1 = enemynear(0),pos y = 0
value = 4021

[State 4010, 5]
type = destroyself
trigger1 = time >= 600
trigger2 = root,stateno = 20007

[Statedef 4020]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 5
ctrl = 0

[State 4020, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 4020, 2]
type = changeanim
trigger1 = 1
value = 4020
elem = animelemno(0)
ignorehitpause = 1

[State 4020, 3]
type = PalFX
trigger1 = time = 1 ; 消滅が始まる時間
time = 10 ; フェードする時間
add = -128,-128,-128
sinadd = -256,-256,-256, 128;フェードする早さ*1
ignorehitpause = 1

[State 4020, 4]
type = destroyself
trigger1 = time >= 11
ignorehitpause = 1


[Statedef 4021]
type = A
movetype = A
physics = N
velset = 0,0
anim = 4021
sprpriority = 5
ctrl = 0

[State 4021, 1]
type = Explod
trigger1 = time = 31
anim = 4022
ID = 4022
pos = 1, 0
postype = p1
facing = 1
bindtime = -1
removetime = 90
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 5
ontop = 0
ownpal = 1
removeongethit = 1

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1


[State 4010, 1]
type = HitDef
triggerall = root,stateno != [8400,8405]
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 20,6
getpower = ceil(root,fvar(5)*14)*ifelse(root,var(1)=11,0,1), 7*ifelse(root,var(1)=11,0,1)
givepower = ceil(root,fvar(5)*5), 2
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.25
ground.velocity = -1.5, -4
guard.velocity = -1
air.velocity = -1, -4
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 4010
hitonce = 0
kill = 1
numhits = 1
guard.dist = 80
p2facing = 1
persistent = 6

[State -2, 召喚・玉兎（乗算）]
type = parentvarset
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*70)*0.01, ceil(root,fvar(5)*100)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 6
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -4
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0


[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 4010, 4]
type = varset
trigger1 = movehit
v = 3
value = ifelse(random <= 499,0,1)
persistent = 0

[State 4010, 4];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
trigger1 = Numhelper <= 28
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-40
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 6

[State 4010, 4];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
anim = 6041+var(3)
ID = 6041+var(3)
pos = -5+random%10,-30+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 6

[State 4010, 4];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
anim = 6043+ifelse(var(3)=0,1,0)
ID = 6043+ifelse(var(3)=0,1,0)
pos = -5+random%10,-50+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 6

[State 4010, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded = 1
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 6

[State 4020, 5]
type = destroyself
trigger1 = time >= 120







;兎（１２Ｐ・射干玉版）
[Statedef 4030]
type = A
movetype = A
physics = N
velset = 0,0
anim = 4010
sprpriority = 5
ctrl = 0

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,6
channel = 4
volume = var(21)
persistent = 0

[State 4010, 1]
type = null;turn
trigger1 = time = 0
trigger1 = facing != root,facing
persistent = 0

[State 4010, 1]
type = Trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 4010, 1]
type = AssertSpecial
trigger1 = animelemtime(1) = 0
flag = invisible
ignorehitpause = 1

[State 4010, 1]
type = PalFX
trigger1 = animelemno(0) = 1 ; 出現が始まる時間
time = 7 ; 完全に出るまでの時間*1
add = -255,-255,-255
sinadd = 256,256,256,104
persistent = 9
ignorehitpause = 1

[State 4010, 1]
type = PalFX
trigger1 = animelemno(0) = 25 ; 消滅が始まる時間
time = 6 ; 消え終わるまでの時間
add = -128,-128,-128
sinadd = -256,-256,-256,104
persistent = 9
ignorehitpause = 1

[State 4010, 1]
type = varset
trigger1 = time = 0
trigger1 = Numhelper(7000) = 1
fv = 0
value = 240 - helper(7000),screenpos y
persistent = 0
ignorehitpause = 1

[State 4010, 1]
type = AssertSpecial
trigger1 = var(0) >= 2
flag = noshadow
ignorehitpause = 1

[State 4010, 1]
type = varset
trigger1 = time = 0
trigger1 = Ishelper(8210)
v = 0
value = 1
persistent = 0
ignorehitpause = 1

[State 4010, 1]
type = varset
trigger1 = time = 0
trigger1 = Ishelper(8211)
v = 0
value = 3
persistent = 0
ignorehitpause = 1


[State 4010, 1]
type = varset
trigger1 = 1
v = 1
value = animelemno(0)
ignorehitpause = 1


[State 4010, 1]
type = velset
triggerall = var(0) = 1
trigger1 = animelemno(0) <= 3
trigger2 = animelemno(0) >= 25
x = 0
ignorehitpause = 1

[State 4010, 1]
type = velset
trigger1 = var(0) = 1
trigger1 = animelemno(0) >= 4
trigger1 = animelemno(0) <= 24
x = -3.2
ignorehitpause = 1

[State 4010, 1]
type = posset
trigger1 = var(0) = 1
;x = fvar(1)
y = 0
ignorehitpause = 1

[State 4010, 2]
type = changeanim
triggerall = var(0) = 1
trigger1 = facing = 1
trigger1 = screenpos x <= -18
trigger2 = facing = -1
trigger2 = screenpos x >= 338
value = 4011
elem = ifelse(var(1) = 25,0,var(1)+1)
ignorehitpause = 1

[State 4010, 2]
type = posset
triggerall = var(0) = 1
trigger1 = facing = 1
trigger1 = screenpos x <= -18
trigger2 = facing = -1
trigger2 = screenpos x >= 338
y = -1*floor(fvar(0))
ignorehitpause = 1

[State 4010, 2]
type = varset
triggerall = var(0) = 1
trigger1 = facing = 1
trigger1 = screenpos x <= -18
trigger2 = facing = -1
trigger2 = screenpos x >= 338
v = 0
value = 2
ignorehitpause = 1

[State 4010, 2]
type = posset
trigger1 = var(0) = 2
x = ifelse(facing = 1,-160,160)
ignorehitpause = 1

[State 4010, 2]
type = velset
triggerall = var(0) = 2
trigger1 = animelemno(0) <= 3
trigger2 = animelemno(0) >= 25
y = 0
ignorehitpause = 1

[State 4010, 2]
type = velset
trigger1 = var(0) = 2
trigger1 = animelemno(0) >= 4
trigger1 = animelemno(0) <= 24
y = -3.2
ignorehitpause = 1

[State 4010, 2]
type = angledraw
trigger1 = var(0) = 2
value = -90
ignorehitpause = 1

[State 4010, 3]
type = changeanim
trigger1 = var(0) = 2
trigger1 = screenpos y <= 0
value = 4012
elem = ifelse(var(1) = 25,0,var(1)+1)
ignorehitpause = 1

[State 4010, 3]
type = posset
trigger1 = var(0) = 2
trigger1 = screenpos y <= 0
x = ifelse(facing = 1,-140,140)
ignorehitpause = 1

[State 4010, 3]
type = varset
trigger1 = var(0) = 2
trigger1 = screenpos y <= 0
v = 0
value = 3
ignorehitpause = 1

[State 4010, 3]
type = velset
trigger1 = var(0) = 3
y = 0
ignorehitpause = 1

[State 4010, 3]
type = posadd
trigger1 = var(0) = 3
trigger1 = screenpos y > 1
y = ifelse(screenpos y < 5,-1,-5);-1*(240-floor(fvar(0)))
ignorehitpause = 1

[State 4010, 3]
type = posadd
trigger1 = var(0) = 3
trigger1 = screenpos y < -1
y = ifelse(screenpos y > -5,1,5);-1*(240-floor(fvar(0)))
ignorehitpause = 1

[State 4010, 3]
type = velset
triggerall = var(0) = 3
trigger1 = animelemno(0) <= 3
trigger2 = animelemno(0) >= 25
x = 0
ignorehitpause = 1

[State 4010, 3]
type = velset
trigger1 = var(0) = 3
trigger1 = animelemno(0) >= 4
trigger1 = animelemno(0) <= 24
x = 3.2
ignorehitpause = 1

[State 4010, 3]
type = angledraw
trigger1 = var(0) = 3
value = -180
ignorehitpause = 1

[State 4010, 4]
type = changeanim
triggerall = var(0) = 3
trigger1 = facing = -1
trigger1 = screenpos x <= -18
trigger2 = facing = 1
trigger2 = screenpos x >= 338
value = 4013
elem = ifelse(var(1) = 25,0,var(1)+1)
ignorehitpause = 1

[State 4010, 4]
type = posset
triggerall = var(0) = 3
trigger1 = facing = -1
trigger1 = screenpos x <= -18
trigger2 = facing = 1
trigger2 = screenpos x >= 338
y = -1*floor(240-fvar(0))
ignorehitpause = 1

[State 4010, 4]
type = varset
triggerall = var(0) = 3
trigger1 = facing = -1
trigger1 = screenpos x <= -18
trigger2 = facing = 1
trigger2 = screenpos x >= 338
v = 0
value = 4
ignorehitpause = 1

[State 4010, 4]
type = posset
trigger1 = var(0) = 4
x = ifelse(facing = 1,160,-160)
ignorehitpause = 1

[State 4010, 4]
type = velset
triggerall = var(0) = 4
trigger1 = animelemno(0) <= 3
trigger2 = animelemno(0) >= 25
y = 0
ignorehitpause = 1

[State 4010, 4]
type = velset
trigger1 = var(0) = 4
trigger1 = animelemno(0) >= 4
trigger1 = animelemno(0) <= 24
y = 3.2
ignorehitpause = 1

[State 4010, 4]
type = angledraw
trigger1 = var(0) = 4
value = -270
ignorehitpause = 1


[State 4010, 1へ]
type = changeanim
trigger1 = var(0) = 4
trigger1 = screenpos y >= 240-fvar(0)
value = 4010
elem = ifelse(var(1) = 25,0,var(1)+1)
ignorehitpause = 1

[State 4010, 1へ]
type = posset
trigger1 = var(0) = 4
trigger1 = screenpos y >= 240-fvar(0)
x = ifelse(facing = 1,140,-140)
ignorehitpause = 1

[State 4010, 1へ]
type = varset
trigger1 = var(0) = 4
trigger1 = screenpos y >= 240-fvar(0)
v = 0
value = 1
ignorehitpause = 1


[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1


[State 4010, 1]
type = HitDef
triggerall = root,stateno != [8400,8405]
trigger1 = var(2) = 0 && var(3) = 0
trigger1 = roundstate = 2
trigger1 = time >= 11
trigger1 = movecontact = 0
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 60,6
getpower = ceil(root,fvar(5)*142)*ifelse(root,var(1)=11,0,1), 71*ifelse(root,var(1)=11,0,1)
givepower = ceil(root,fvar(5)*47), 24
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(root,palno=12,ceil(40*root,var(26)*0.01),0)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.25
ground.velocity = -1.5, -4
guard.velocity = -1
air.velocity = -1.5, -4
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(root,palno=12,ceil(40*root,var(26)*0.01),0)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 8210
hitonce = 0
kill = 1
numhits = 1
guard.dist = 80
p2facing = 1

[State -2, 召喚・玉兎（乗算）]
type = parentvarset
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*70)*0.01, ceil(root,fvar(5)*100)*0.01)
ignorehitpause = 1

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 6
ignorehitpause = 1


[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -4
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1


[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 4010, 4]
type = varset
trigger1 = movehit
v = 3
value = ifelse(random <= 499,0,1)
ignorehitpause = 1

[State 4010, 4];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-40
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1

[State 4010, 4];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6041+var(3)
ID = 6041+var(3)
pos = -5+random%10,-30+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4010, 4];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6043+var(3)
ID = 6043+var(3)
pos = -5+random%10,-50+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4010, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1


[State 4010, 5]
type = destroyself
trigger1 = var(0) = 3
trigger1 = screenpos x != [-36,356]
trigger2 = var(0) = 1
trigger2 = screenpos x != [-480,800]
trigger3 = root,stateno = 20007
trigger4 = Numhelper(7000) >= 1
trigger4 = helper(7000),var(11) = 1 || helper(7000),var(11) = 3 || helper(7000),var(11) = 4

[State 4030, 5]
type = varset
triggerall = Ishelper(8210)
triggerall = var(2) = 0
triggerall = Numhelper(8211) = 1
trigger1 = movecontact
trigger2 = helper(8211),movecontact
v = 2
value = 180
ignorehitpause = 1

[State 4030, 5]
type = varset
triggerall = Ishelper(8211)
triggerall = var(2) = 0
triggerall = Numhelper(8210) = 1
trigger1 = movecontact
trigger2 = helper(8210),var(2) = 179
v = 2
value = 180
ignorehitpause = 1

[State 4030, 5]
type = movehitreset
trigger1 = movecontact
ignorehitpause = 1

[State 4030, 5]
type = varset
trigger1 = root,movetype = H
v = 3
value = 1
ignorehitpause = 1

[State 4030, 5]
type = varadd
trigger1 = var(2) > 0
v = 2
value = -1

[State 4030, 5]
type = varset
trigger1 = root,movetype != H
v = 3
value = 0
ignorehitpause = 1

[State 4030, 5]
type = PalFX
trigger1 = var(2) > 0 || var(3) > 0
time = 1
add = -190,-190,-190
ignorehitpause = 1

[State 4030, 5]
type = StateTypeSet
trigger1 = var(2) > 0 || var(3) > 0
movetype = I
ignorehitpause = 1

[State 4030, 5]
type = StateTypeSet
trigger1 = var(2) = 0 && var(3) = 0
movetype = A
ignorehitpause = 1

[State 4010, 5]
type = changeanim
trigger1 = Ishelper(8210)
trigger1 = Numhelper(8211) = 1
trigger1 = var(0) = helper(8211),var(0)
trigger1 = var(0) = 3
value = 4010
elem = ifelse(var(1) = 25,0,var(1)+1)
ignorehitpause = 1

[State 4010, 5]
type = posset
trigger1 = Ishelper(8210)
trigger1 = Numhelper(8211) = 1
trigger1 = var(0) = helper(8211),var(0)
trigger1 = var(0) = 3
x = ifelse(facing = 1,140,-140)
ignorehitpause = 1

[State 4030, 5]
type = varset
trigger1 = Ishelper(8210)
trigger1 = Numhelper(8211) = 1
trigger1 = var(0) = helper(8211),var(0)
trigger1 = var(0) = 3
v = 0
value = 1
ignorehitpause = 1




;==========================================================================================
;召喚・鈴蜂
;==========================================================================================
[Statedef 4100]
type = S
movetype = A
physics = S
velset = 0,0
anim = 4100
sprpriority = 1
ctrl = 0

[State 4100, 1]
type = changeanim
trigger1 = palno = 12
trigger1 = time = 0
value = 4130
persistent = 0

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,2
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

;衝撃波
[State 4100, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_suzubati"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 4100, 1]
type = helper
trigger1 = Animelemtime(6) = 1
helpertype = normal
name = "suzubati"
ID = 4110
pos = 66,-131
postype = p1
stateno = 4110
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 4100, 1]
type = helper
trigger1 = palno = 12
trigger1 = Animelemtime(6) = 1
helpertype = normal
name = "suzubati1"
ID = 4111
pos = 60,-121
postype = p1
stateno = 4110
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 4100, 1]
type = helper
trigger1 = palno = 12
trigger1 = Animelemtime(6) = 1
helpertype = normal
name = "suzubati2"
ID = 4112
pos = 60,-141
postype = p1
stateno = 4110
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 4100, 1]
type = helper
trigger1 = palno = 12
trigger1 = Animelemtime(6) = 1
helpertype = normal
name = "suzubati3"
ID = 4113
pos = 54,-111
postype = p1
stateno = 4110
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 4100, 1]
type = helper
trigger1 = palno = 12
trigger1 = Animelemtime(6) = 1
helpertype = normal
name = "suzubati4"
ID = 4114
pos = 54,-151
postype = p1
stateno = 4110
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 4100, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;蜂
[Statedef 4110]
type = A
movetype = A
physics = N
velset = 0,0
anim = 4110
sprpriority = 5
ctrl = 0

[State 4110, 1]
type = posset
trigger1 = root,palno = 12
trigger1 = time = 0
y = -131+random%60
persistent = 0

[State 4110, 1]
type = Null
trigger1 = Ishelper(4110)
trigger1 = var(30) :=0
trigger2 = Ishelper(4111)
trigger2 = var(30) :=1
trigger3 = Ishelper(4112)
trigger3 = var(30) :=2
trigger4 = Ishelper(4113)
trigger4 = var(30) :=3
trigger5 = Ishelper(4114)
trigger5 = var(30) :=4

[State 4110, 1]
type = AssertSpecial
trigger1 = Ishelper(4114)
flag = noshadow
ignorehitpause = 1


[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 4110, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,6
channel = 4
volume = var(21)
persistent = 0

[State 4110, 1]
type = AssertSpecial
trigger1 = time = 0
flag = invisible
persistent = 0

[State 4110, 1]
type = PalFX
trigger1 = time = 0 ; 出現が始まる時間
time = 8 ; 完全に出るまでの時間*1
add = -255,-255,-255
sinadd = 256,256,256,104
persistent = 0

[State 4110, 1]
type = Explod
trigger1 = NumExplod(4111+var(30)) < 3
anim = 4111
ID = 4111+var(30)
pos = ifelse(random <= 499,-40+random%20, 40-random%20), ifelse(random <= 499,-48+random%20, 12-random%20)
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
removeongethit = 1

[State 4110, 2]
type = velset
trigger1 = root,palno <= 11
trigger1 = animelemno(0) <= 4
trigger2 = root,palno = 12
trigger2 = animelemno(0) <= 4
trigger2 = Ishelper(8210) || Ishelper(8211) || Ishelper(8212) || Ishelper(8213) || Ishelper(8214) || Ishelper(8215)
x = 0.1
y = -0.1

[State 4110, 2]
type = velset
trigger1 = root,palno = 12
trigger1 = animelemno(0) <= 4
trigger1 = Ishelper(4110) || Ishelper(4111) || Ishelper(4112) || Ishelper(4113) || Ishelper(4114)
x = 0.2
y = 0.5




[State 4110, 2]
type = velset
trigger1 = Ishelper(4110)
trigger1 = animelemno(0) = 5
x = 15

[State 4110, 2]
type = velset
trigger1 = Ishelper(4111)
trigger1 = animelemno(0) = 5
x = 15
y = -7.5

[State 4110, 2]
type = velset
trigger1 = Ishelper(4112)
trigger1 = animelemno(0) = 5
x = 15
y = 7.5

[State 4110, 2]
type = velset
trigger1 = Ishelper(4113)
trigger1 = animelemno(0) = 5
y = -15

[State 4110, 2]
type = velset
trigger1 = Ishelper(4114)
trigger1 = animelemno(0) = 5
y = 15

[State 4110, 2]
type = velset
trigger1 = Ishelper(8210) || Ishelper(8211) || Ishelper(8212) || Ishelper(8213) || Ishelper(8214) || Ishelper(8215)
trigger1 = animelemno(0) = 5
x = 15



[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1


[State 4110, 1]
type = HitDef
triggerall = root,stateno != [8400,8405]
triggerall = roundstate = 2
triggerall = time >= 9
trigger1 = root,palno <= 11
trigger2 = root,palno = 12
trigger2 = Ishelper(8210) || Ishelper(8211) || Ishelper(8212) || Ishelper(8213) || Ishelper(8214) || Ishelper(8215)
trigger2 = root,movetype != H
trigger3 = root,palno = 12
trigger3 = Ishelper(4110) || Ishelper(4111) || Ishelper(4112) || Ishelper(4113) || Ishelper(4114)
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = ceil(60*ifelse(root,palno=12,1.5,1)),6*ifelse(root,palno=12,3,1)
getpower = ceil(root,fvar(5)*142)*ifelse(root,var(1)=11,0,1), 71*ifelse(root,var(1)=11,0,1)
givepower = ceil(root,fvar(5)*47), 24
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(root,palno=12,ceil(40*root,var(26)),0)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.25
ground.velocity = -1.5, -4
guard.velocity = -1
air.velocity = -1.5, -4
airguard.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5) + ifelse(root,palno=12,ceil(40*root,var(26)),0)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 4110
hitonce = 0
kill = 1
numhits = 1
persistent = 0
guard.dist = 80
p2facing = 1

[State 4110, 3]
type = varset
trigger1 = movehit
v = 0
value = ifelse(random <= 499,0,1)
persistent = 0

[State 4110, 3];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-60
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 4110, 3];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
anim = 6041+var(0)
ID = 6041+var(0)
pos = -5+random%10,-50+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 4110, 3];ヒットスパーク（草）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit = 1
anim = 6043+var(0)
ID = 6043+var(0)
pos = -5+random%10,-70+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 4110, 3];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded = 1
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 召喚・鈴蜂（乗算）]
type = parentvarset
trigger1 = root,palno <= 11
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*91)*0.01, ceil(root,fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 召喚・鈴蜂（12P）]
type = parentvarset
trigger1 = root,palno = 12
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*91)*0.01, ceil(root,fvar(5)*100)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 6
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -4
ignorehitpause = 1
persistent = 0


[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0


[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1


[State 3812, 5]
type = varset
trigger1 = time >= 1
trigger1 = screenpos x = [0,319]
trigger1 = screenpos y = [0,239]
v = 1
value = 1

[State 3812, 5]
type = varset
triggerall = var(1) = 1
trigger1 = screenpos x != [0,319]
trigger2 = screenpos y != [0,239]
v = 2
value = 1

[State -2, 1]
type = RemoveExplod
trigger1 = var(2) = 1
trigger1 = screenpos x != [-30,336]
trigger2 = movecontact
trigger3 = root,stateno = 20007
trigger4 = root,palno = 12
trigger4 = Ishelper(8210) || Ishelper(8211) || Ishelper(8212) || Ishelper(8213) || Ishelper(8214) || Ishelper(8215)
trigger4 = root,stateno = 8200
trigger5 = root,palno = 12
trigger5 = Ishelper(8210) || Ishelper(8211) || Ishelper(8212) || Ishelper(8213) || Ishelper(8214) || Ishelper(8215)
trigger5 = Numhelper(7000) >= 1
trigger5 = helper(7000),var(11) = 1 || helper(7000),var(11) = 2 || helper(7000),var(11) = 4
trigger6 = root,palno = 12
trigger6 = Ishelper(4110) || Ishelper(4111) || Ishelper(4112) || Ishelper(4113) || Ishelper(4114)
trigger6 = time >= 120
ID = 4111+var(30)

[State 4110, 4]
type = destroyself
trigger1 = var(2) = 1
trigger1 = screenpos x != [-30,336]
trigger2 = movecontact
trigger3 = root,stateno = 20007
trigger4 = root,palno = 12
trigger4 = Ishelper(8210) || Ishelper(8211) || Ishelper(8212) || Ishelper(8213) || Ishelper(8214) || Ishelper(8215)
trigger4 = root,stateno = 8200
trigger5 = root,palno = 12
trigger5 = Ishelper(8210) || Ishelper(8211) || Ishelper(8212) || Ishelper(8213) || Ishelper(8214) || Ishelper(8215)
trigger5 = Numhelper(7000) >= 1
trigger5 = helper(7000),var(11) = 1 || helper(7000),var(11) = 2 || helper(7000),var(11) = 4
trigger6 = root,palno = 12
trigger6 = Ishelper(4110) || Ishelper(4111) || Ishelper(4112) || Ishelper(4113) || Ishelper(4114)
trigger6 = time >= 120

;==========================================================================================
;霊術・朝露
;==========================================================================================
[Statedef 4200]
type = S
movetype = I
physics = S
velset = 0,0
anim = 4200
sprpriority = 1
ctrl = 0

[State 4200, 1]
type = changeanim
trigger1 = palno = 12
trigger1 = time = 0
value = 4230
persistent = 0

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 7
value = S2,3
channel = 6
volume = var(21)
persistent = 0

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8,8
channel = 0
volume = var(21)
ignorehitpause = 1
persistent = 0

[State 4200, 1]
type = Explod
trigger1 = animelemtime(2) = 1
anim = 4202
ID = 4202
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
persistent = 0

[State 4200, 2]
type = LifeAdd
trigger1 = palno <= 11
trigger1 = time = 1
value = -100
kill = 0
absolute = 1
persistent = 0

[State 4200, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


